text: import {
  	AddEquation,
  	Color,
  	CustomBlending,
  	DataTexture,
  	DepthTexture,
  	DstAlphaFactor,
  	DstColorFactor,
  	FloatType,
  	LinearFilter,
  	MathUtils,
  	MeshNormalMaterial,
  	NearestFilter,
  	NoBlending,
  	RGBAFormat,
  	RepeatWrapping,
  	ShaderMaterial,
  	UniformsUtils,
  	UnsignedShortType,
  	Vector3,
  	WebGLRenderTarget,
  	ZeroFactor
  } from "../../../build/three.module.js";
  import { Pass } from '../postprocessing/Pass.js';
  import { SimplexNoise } from '../math/SimplexNoise.js';
  import { SSAOShader } from '../shaders/SSAOShader.js';
  import { SSAOBlurShader } from '../shaders/SSAOShader.js';
  import { SSAODepthShader } from '../shaders/SSAOShader.js';
  import { CopyShader } from '../shaders/CopyShader.js';
  
  var SSAOPass = function ( scene, camera, width, height ) {
  
  	Pass.call( this );
  
  	this.width = ( width !== undefined ) ? width : 512;
  	this.height = ( height !== undefined ) ? height : 512;
  
  	this.clear = true;
  
  	this.camera = camera;
  	this.scene = scene;
  
  	this.kernelRadius = 8;
  	this.kernelSize = 32;
  	this.kernel = [];
  	this.noiseTexture = null;
  	this.output = 0;
  
  	this.minDistance = 0.005;
  	this.maxDistance = 0.1;
  
  	this._visibilityCache = new Map();
  
  	//
  
  	this.generateSampleKernel();
  	this.generateRandomKernelRotations();
  
  	// beauty render target
  
  	var depthTexture = new DepthTexture();
  	depthTexture.type = UnsignedShortType;
  	depthTexture.minFilter = NearestFilter;
  	depthTexture.maxFilter = NearestFilter;
  
  	this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  		minFilter: LinearFilter,
  		magFilter: LinearFilter,
  		format: RGBAFormat
  	} );
  
  	// normal render target with depth buffer
  
  	this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  		minFilter: NearestFilter,
  		magFilter: NearestFilter,
  		format: RGBAFormat,
  		depthTexture: depthTexture
  	} );
  
  	// ssao render target
  
  	this.ssaoRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  		minFilter: LinearFilter,
  		magFilter: LinearFilter,
  		format: RGBAFormat
  	} );
  
  	this.blurRenderTarget = this.ssaoRenderTarget.clone();
  
  	// ssao material
  
  	if ( SSAOShader === undefined ) {
  
  		console.error( 'THREE.SSAOPass: The pass relies on SSAOShader.' );
  
  	}
  
  	this.ssaoMaterial = new ShaderMaterial( {
  		defines: Object.assign( {}, SSAOShader.defines ),
  		uniforms: UniformsUtils.clone( SSAOShader.uniforms ),
  		vertexShader: SSAOShader.vertexShader,
  		fragmentShader: SSAOShader.fragmentShader,
  		blending: NoBlending
  	} );
  
  	this.ssaoMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  	this.ssaoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
  	this.ssaoMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
  	this.ssaoMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture;
  	this.ssaoMaterial.uniforms[ 'kernel' ].value = this.kernel;
  	this.ssaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  	this.ssaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  	this.ssaoMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  	this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  	this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  
  	// normal material
  
  	this.normalMaterial = new MeshNormalMaterial();
  	this.normalMaterial.blending = NoBlending;
  
  	// blur material
  
  	this.blurMaterial = new ShaderMaterial( {
  		defines: Object.assign( {}, SSAOBlurShader.defines ),
  		uniforms: UniformsUtils.clone( SSAOBlurShader.uniforms ),
  		vertexShader: SSAOBlurShader.vertexShader,
  		fragmentShader: SSAOBlurShader.fragmentShader
  	} );
  	this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  	this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  
  	// material for rendering the depth
  
  	this.depthRenderMaterial = new ShaderMaterial( {
  		defines: Object.assign( {}, SSAODepthShader.defines ),
  		uniforms: UniformsUtils.clone( SSAODepthShader.uniforms ),
  		vertexShader: SSAODepthShader.vertexShader,
  		fragmentShader: SSAODepthShader.fragmentShader,
  		blending: NoBlending
  	} );
  	this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
  	this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  	this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  
  	// material for rendering the content of a render target
  
  	this.copyMaterial = new ShaderMaterial( {
  		uniforms: UniformsUtils.clone( CopyShader.uniforms ),
  		vertexShader: CopyShader.vertexShader,
  		fragmentShader: CopyShader.fragmentShader,
  		transparent: true,
  		depthTest: false,
  		depthWrite: false,
  		blendSrc: DstColorFactor,
  		blendDst: ZeroFactor,
  		blendEquation: AddEquation,
  		blendSrcAlpha: DstAlphaFactor,
  		blendDstAlpha: ZeroFactor,
  		blendEquationAlpha: AddEquation
  	} );
  
  	this.fsQuad = new Pass.FullScreenQuad( null );
  
  	this.originalClearColor = new Color();
  
  };
  
  SSAOPass.prototype = Object.assign( Object.create( Pass.prototype ), {
  
  	constructor: SSAOPass,
  
  	dispose: function () {
  
  		// dispose render targets
  
  		this.beautyRenderTarget.dispose();
  		this.normalRenderTarget.dispose();
  		this.ssaoRenderTarget.dispose();
  		this.blurRenderTarget.dispose();
  
  		// dispose materials
  
  		this.normalMaterial.dispose();
  		this.blurMaterial.dispose();
  		this.copyMaterial.dispose();
  		this.depthRenderMaterial.dispose();
  
  		// dipsose full screen quad
  
  		this.fsQuad.dispose();
  
  	},
  
  	render: function ( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
  
  		// render beauty
  
  		renderer.setRenderTarget( this.beautyRenderTarget );
  		renderer.clear();
  		renderer.render( this.scene, this.camera );
  
  		// render normals and depth (honor only meshes, points and lines do not contribute to SSAO)
  
  		this.overrideVisibility();
  		this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0 );
  		this.restoreVisibility();
  
  		// render SSAO
  
  		this.ssaoMaterial.uniforms[ 'kernelRadius' ].value = this.kernelRadius;
  		this.ssaoMaterial.uniforms[ 'minDistance' ].value = this.minDistance;
  		this.ssaoMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  		this.renderPass( renderer, this.ssaoMaterial, this.ssaoRenderTarget );
  
  		// render blur
  
  		this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
  
  		// output result to screen
  
  		switch ( this.output ) {
  
  			case SSAOPass.OUTPUT.SSAO:
  
  				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
  				this.copyMaterial.blending = NoBlending;
  				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  
  				break;
  
  			case SSAOPass.OUTPUT.Blur:
  
  				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  				this.copyMaterial.blending = NoBlending;
  				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  
  				break;
  
  			case SSAOPass.OUTPUT.Beauty:
  
  				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  				this.copyMaterial.blending = NoBlending;
  				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  
  				break;
  
  			case SSAOPass.OUTPUT.Depth:
  
  				this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  
  				break;
  
  			case SSAOPass.OUTPUT.Normal:
  
  				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
  				this.copyMaterial.blending = NoBlending;
  				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  
  				break;
  
  			case SSAOPass.OUTPUT.Default:
  
  				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  				this.copyMaterial.blending = NoBlending;
  				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  
  				this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  				this.copyMaterial.blending = CustomBlending;
  				this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  
  				break;
  
  			default:
  				console.warn( 'THREE.SSAOPass: Unknown output type.' );
  
  		}
  
  	},
  
  	renderPass: function ( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  
  		// save original state
  		renderer.getClearColor( this.originalClearColor );
  		var originalClearAlpha = renderer.getClearAlpha();
  		var originalAutoClear = renderer.autoClear;
  
  		renderer.setRenderTarget( renderTarget );
  
  		// setup pass state
  		renderer.autoClear = false;
  		if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  
  			renderer.setClearColor( clearColor );
  			renderer.setClearAlpha( clearAlpha || 0.0 );
  			renderer.clear();
  
  		}
  
  		this.fsQuad.material = passMaterial;
  		this.fsQuad.render( renderer );
  
  		// restore original state
  		renderer.autoClear = originalAutoClear;
  		renderer.setClearColor( this.originalClearColor );
  		renderer.setClearAlpha( originalClearAlpha );
  
  	},
  
  	renderOverride: function ( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  
  		renderer.getClearColor( this.originalClearColor );
  		var originalClearAlpha = renderer.getClearAlpha();
  		var originalAutoClear = renderer.autoClear;
  
  		renderer.setRenderTarget( renderTarget );
  		renderer.autoClear = false;
  
  		clearColor = overrideMaterial.clearColor || clearColor;
  		clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  
  		if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  
  			renderer.setClearColor( clearColor );
  			renderer.setClearAlpha( clearAlpha || 0.0 );
  			renderer.clear();
  
  		}
  
  		this.scene.overrideMaterial = overrideMaterial;
  		renderer.render( this.scene, this.camera );
  		this.scene.overrideMaterial = null;
  
  		// restore original state
  
  		renderer.autoClear = originalAutoClear;
  		renderer.setClearColor( this.originalClearColor );
  		renderer.setClearAlpha( originalClearAlpha );
  
  	},
  
  	setSize: function ( width, height ) {
  
  		this.width = width;
  		this.height = height;
  
  		this.beautyRenderTarget.setSize( width, height );
  		this.ssaoRenderTarget.setSize( width, height );
  		this.normalRenderTarget.setSize( width, height );
  		this.blurRenderTarget.setSize( width, height );
  
  		this.ssaoMaterial.uniforms[ 'resolution' ].value.set( width, height );
  		this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  		this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  
  		this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
  
  	},
  
  	generateSampleKernel: function () {
  
  		var kernelSize = this.kernelSize;
  		var kernel = this.kernel;
  
  		for ( var i = 0; i < kernelSize; i ++ ) {
  
  			var sample = new Vector3();
  			sample.x = ( Math.random() * 2 ) - 1;
  			sample.y = ( Math.random() * 2 ) - 1;
  			sample.z = Math.random();
  
  			sample.normalize();
  
  			var scale = i / kernelSize;
  			scale = MathUtils.lerp( 0.1, 1, scale * scale );
  			sample.multiplyScalar( scale );
  
  			kernel.push( sample );
  
  		}
  
  	},
  
  	generateRandomKernelRotations: function () {
  
  		var width = 4, height = 4;
  
  		if ( SimplexNoise === undefined ) {
  
  			console.error( 'THREE.SSAOPass: The pass relies on SimplexNoise.' );
  
  		}
  
  		var simplex = new SimplexNoise();
  
  		var size = width * height;
  		var data = new Float32Array( size * 4 );
  
  		for ( var i = 0; i < size; i ++ ) {
  
  			var stride = i * 4;
  
  			var x = ( Math.random() * 2 ) - 1;
  			var y = ( Math.random() * 2 ) - 1;
  			var z = 0;
  
  			var noise = simplex.noise3d( x, y, z );
  
  			data[ stride ] = noise;
  			data[ stride + 1 ] = noise;
  			data[ stride + 2 ] = noise;
  			data[ stride + 3 ] = 1;
  
  		}
  
  		this.noiseTexture = new DataTexture( data, width, height, RGBAFormat, FloatType );
  		this.noiseTexture.wrapS = RepeatWrapping;
  		this.noiseTexture.wrapT = RepeatWrapping;
  
  	},
  
  	overrideVisibility: function () {
  
  		var scene = this.scene;
  		var cache = this._visibilityCache;
  
  		scene.traverse( function ( object ) {
  
  			cache.set( object, object.visible );
  
  			if ( object.isPoints || object.isLine ) object.visible = false;
  
  		} );
  
  	},
  
  	restoreVisibility: function () {
  
  		var scene = this.scene;
  		var cache = this._visibilityCache;
  
  		scene.traverse( function ( object ) {
  
  			var visible = cache.get( object );
  			object.visible = visible;
  
  		} );
  
  		cache.clear();
  
  	}
  
  } );
  
  SSAOPass.OUTPUT = {
  	'Default': 0,
  	'SSAO': 1,
  	'Blur': 2,
  	'Beauty': 3,
  	'Depth': 4,
  	'Normal': 5
  };
  
  export { SSAOPass };
  